TimmyZDesign

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About TimmyZDesign

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    http://timmyzdesign.com

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    Albuquerque, New Mexico, USA
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    3D Generalist
  1. Thanks AbnRanger!
  2. Ajz3d, please post a link to your Mantis report. I can't find it. Andrew and Carlos are researching these bugs and can't reproduce them.Also, where is the thread that you were discussing this bug with another user? Was that you, or some other users? I remember it from a while ago, but I am having trouble finding it again now. EDIT: Ok I found it! The problems you were having are related to the Pose Tool. The discussion is here: http://3dcoat.com/forum/index.php?showtopic=19116 And the Mantis report is here: http://3dcoat.com/mantis/view.php?id=2095
  3. I think that's a 3D-Coat bug. If a part of the model is below the "floor" when imported, then it gets split at the floor. This bug has been mentioned by several other users. However, I don't think an official bug report has been created on Mantis.The workaround is to raise the model above the floor and the split no longer occurs when importing.
  4. Just FYI, I discovered a bug in the Import Tool. The "Subdivide" button is currently not working correctly. It is supposed to subdivide AND smooth, but it is only subdividing right now. The button "Flat Subdivision" is for only subdividing without smoothing. Unfortunately the "Subdivide" button is doing the same thing as the "Flat Subdivision" button right now. I reported this bug to Andrew and hopefully he will fix it soon. In the meantime there is a workaround. You can first import your mesh into the Retopo Room, then go to the Sculpt Room, click on the Import Tool, and choose "Pick From Retopo". If you use that method, then the "Subdivide" button will work correctly. Strangely, it doesn't work with the "Select Mesh" button right now.
  5. How about:First import the subdivided high poly into the Sculpt Room, paint on it with the vertex paint method, then Import the low poly (with its UVs) to the Retopo Room, then Bake the vertex paint to the low poly, which will send the low poly to the Paint Room (with its UVs), and then finish up painting any last things on the low poly in the Paint Room. Finally export the low poly with texture maps.
  6. You can also try to import the model in the Sculpt Room. There is a tool there in the toolbar called "Import". In the Tool Options of that tool there is a "Select Mesh" button. Click on that to choose your model. If you don't see your model, then use the transform gizmo to scale it up until you see it in the viewport. There is a "subdivide" button there in the Tool Options too. The subdivision used there actually smooths the mesh in addition to subdividing it. When using that tool you will see a preview before importing. Click on the "Apply" button to commit the import, then switch to a different tool to get rid of the preview. Then you can go to the Paint Room and vertex paint it if you want. I don't know if that is the workflow you are looking for, but you can try it out if you want.
  7. Hi alan f, There is a better way to import your model instead of using the "perform retopo" option on the intro menu. I have experienced bugs with several of those options, and also some of those options limit the funcionality of 3D-Coat, so I don't use them. Step 1: When first opening 3D-Coat, and you see that initial intro menu, just close it. Step 2: 1) Go to the Sculpt Room. 2) Select the Import Tool. 3) Turn on "Import without Voxelization". 4) Select your mesh with the file browser. 5) A preview of your mesh will be generated. If you can't see the mesh, most likely you will need to scale it up with the Transform Gizmo. As you scale it up you will see the "Estimated Poly Count" go up (shown in the middle of the Tool Options panel), but that number doesn't mean anything if you are importing without voxelization. Therefore in this case you can safely ignore the "Estimated Poly Count". 6) Once your mesh fits into the viewport nicely, then click on Apply and your mesh will finally be imported into 3D-Coat. The import preview however still remains, so you need to switch to a different tool to get rid of the preview. Step 3: Choose any other tool to get rid of the import preview. Step 4: Now you can finally see your reference mesh in both the Sculpt Room and the Retopo Room. If your mesh does NOT have any vertex color data associated with it (known as "polypaint" in Zbrush), then you can now change the color of your reference mesh by changing its shader. Step 5: If however there is in fact vertex color data on your mesh, then changing the shader will have no effect. You will need to go to the Paint Room, turn off visibility of the vertex color (by clicking on the "eye" icon next to the vertex color layer), which will make the shader visible underneath. Then you will finally be able to change the look of the shader in the Retopo Room.
  8. To change the reference mesh color: Step 1: Go to the Sculpt Room. 2. Pick a different shader with a color that you prefer. 3. Or if none of the default shaders are ok, then you can create a new shader with any color you like. Simply right-click on any shader and choose "Construct New Shader". 4. Give the new shader a name. 5. Change the colors to whatever you want. 6. Now you have a new shader in the Shader Panel. 7. Apply the shader to your reference mesh and return to the Retopo Room. 8. Just for clarification, all you really need to access is the Shader Panel (which is available from the Windows menu). The Sculpt Room has the Shader Panel open by default, so it is slightly easier to just go there for quick access (instead of opening the Shader Panel in the Retopo Room).
  9. Great job!
  10. Wow great results guys! Bravo!
  11. I recently discovered in the latest beta 4.5.34, that there is a check box above the viewport that says "on plane". If you turn that on, and also turn on grid snapping, and also in the Tool Options menu next to "Type of Surface" select "ZX, XY, or YZ", then finally you will get proper snapping to work. You won't need a background object on a separate layer anymore. So basically with those options enabled snapping for curve points works, but unfortunately moving the points after they are created, still does not work. If you turn on "(W)Move" mode, then you will see the points will snap, but not exactly to the grid intersections. They only snap nearby. If Andrew would fix this small bug, then Curves Tool snapping would work perfectly.
  12. Wow! That's great! The last time I did a smoke sim with Blender I had to send the render to Rebusfarm because it was way too slow on my machine. Rebusfarm rendered it really fast, but it cost me like $50 I think. I wonder how much faster that same scene will render on my GPU? I'll have to check it out...Anyways smoke and fire on the GPU in Blender is great news! Thanks for mentioning it!
  13. So many cool plug-ins for Max, but buying so many plug-ins must be expensive, plus you have to pay for Max too. The plug-ins lock you into a payment scheme because you have to buy Max to use the plug-ins, and you have to buy the plug-ins to use Max (because Max doesn't natively give you what you want). I guess maybe it's worth it if you make enough money and you can consider it as a legitimate business expense.
  14. Both Neobarok and Vectary look cool! I also recommend to you Onshape and Fusion 360. Onshape and Fusion 360 are CAD software (nurbs), but they actually can be great companions to 3D-Coat. You can build complex hard surface models easily in them and then import those models into 3D-Coat (as STL or OBJ). Onshape has a completely free version with full feature functionality. The only limitation is that you can only have 10 private documents saved at any time. Any other documents you create must be public. I think the 10 document limitation is extremely reasonable for indies or freelancers. Fusion 360 is also wonderful and Autodesk is still giving out free licenses to startup businesses, indies, or freelancers. You only need to go to the Autodesk website and apply for your free license.
  15. Yeah man! Good job!